MegaGlest Forum

Archives (read only) => Vanilla Glest => General discussion => Topic started by: Ildiz on 21 February 2011, 18:27:30

Title: Decision Making AI
Post by: Ildiz on 21 February 2011, 18:27:30
Hey all,

I'm currently in my 3rd year of University studying Computer Games Development. For my dissertation i'm looking at decision making AI in RTS games and was wondering if anyone here could point me in the right direction.

I've been looking through the Glest files trying to find the AI code (not finding it easy as i'm not familiar with XML).

For my dissertation i'm trying to alter AI code to produce a more 'realistic' AI system.
I was hoping to use the Glest AI as a base for this project since i've seen people using it for work in the past.

If anyone could point me towards the AI code it'd be greatly appreciated.

Cheers,
Matt

(This may be the wrong place to post this but at a glance seemed like the place where most people would know what i'm trying to find)
Title: Re: Decision Making AI
Post by: Omega on 21 February 2011, 19:27:30
Glest's AI is not controlled by XMLs. If you're looking at XMLs, you're probably looking at the wrong place. GAE's (Glest Advanced Engine) source code can be found at http://sourceforge.net/project/glestae

I also moved this post to "General Discussion" as it is not mod-related.
Title: Re: Decision Making AI
Post by: Ildiz on 21 February 2011, 20:34:37
Hey thanks,

What is controlling Gelst's AI or How is it controlled ?
I'm a C++ programmer if that's any help.
Title: Re: Decision Making AI
Post by: ultifd on 21 February 2011, 20:55:30
Hi, perhaps you could help the development of our forks/our one fork when it becomes merged :)
Perhaps these links would be helpful to you.
https://forum.megaglest.org/index.php?topic=5768.msg58178#msg58178
http://sourceforge.net/apps/trac/glestae/wiki/Ai
Perhaps you should send this person a message too: https://forum.megaglest.org/index.php?action=pm;sa=send;u=1236 He seems to know a lot about the AI/ he was going to do a major overhaul, I think.

Good Luck!
Title: Re: Decision Making AI
Post by: Psychedelic_hands on 22 February 2011, 10:41:36
Hi, perhaps you could help the development of our forks/our one fork when it becomes merged :)
Perhaps these links would be helpful to you.
https://forum.megaglest.org/index.php?topic=5768.msg58178#msg58178
http://sourceforge.net/apps/trac/glestae/wiki/Ai
Perhaps you should send this person a message too: https://forum.megaglest.org/index.php?action=pm;sa=send;u=1236 He seems to know a lot about the AI/ he was going to do a major overhaul, I think.

Good Luck!

I suggest talking to Silnarm as well. He has some plans for the AI....
Title: Re: Decision Making AI
Post by: tenogy on 25 February 2011, 11:54:11
Hi all, I am interested in using Glest as a platform for my research. I'm hoping to implement competitive coevolutionary traits using neural networks to the decision makings of the AI players.
On top of the links provided and the suggestion to seek Solifugus, I wish to ask if there is a way to make 2 AIs compete against each other, and I watching them as a spectator? Was wondering if anyone could suggest ways/solutions and/or point me to the direction/section of the codes to do this.

Thanks.
Title: Re: Decision Making AI
Post by: wciow on 25 February 2011, 14:07:45
I wish to ask if there is a way to make 2 AIs compete against each other, and I watching them as a spectator?

I don't know much about the source code as I'm not a programmer. However to watch 2 AIs fight grab yourself a copy of MegaGlest and set up 4 player map with 2 AIs and yourself in a third slot as an observer (Conflict is a good map to use).
Title: Re: Decision Making AI
Post by: hailstone on 25 February 2011, 14:29:01
GAE has a bug/feature where you can share control with an AI. The GUI was changed to prevent this since it hasn't been tested properly (or some other reason I forget now) but you can still do it if you modify last_gamesettings.gs. In the faction that has <control value="1" /> change the 1 to 3, 4, 5 or 6 for the different AI then run the game without changing the control types in the new game menu (otherwise it will make it human control again).